Goals (April 23-April 29)

Still been keeping up on steemit. Got a Curie upvote last week, which meant a huge boost in reputation and Loreshaper Games is almost to 100 followers over there.

Hammercalled entered playtesting last week, which means two things:

A) There’s no time like the present to finish the GM section.
B) There will be a moment to finish up the velotha’s flock advanced play guide that I’ve been working on for like two months now and continuously procrastinating.

With that said, here’s the list of stuff to do:

Continue reading “Goals (April 23-April 29)”

Goals (April 16-April 22)

As with last week, I’ve been keeping up my output over on steemit. I’ve also made some good progress on things, which I’d like to quickly highlight.

First, an early WIP version of the Hammercalled Character Sheet is now available to help facilitate playtesting. There are a couple small issues, but making major changes to the sheet is non-trivial.

I really need to get the velotha’s flock advanced guide done. That’s my main priority this week. I didn’t really do anything significant on it last week because the notion that Hammercalled would be ready for playtesting sort of overwhelmed my creativity and everything I had was devoted that direction.

velotha’s flock advanced guide (Priority 1)

I just need to finish the character examples. That shouldn’t be too hard, right?

Uuuuuuuuugh. Why do I do this? I’ll probably knock them all out in thirty minutes, come back the next day and say they’re really quite good, then kick myself for not getting over this stupid block.

Hammercalled Settings (Priority 2)

The Rules Reference is out now, and there are still things that need to be tweaked, changed, and expanded. For now, however, my first goals are two-fold.

Segira

So if I say I didn’t get anything done for Segira, I’m understating things, but there’s nothing new in the Segira document. Rather, a lot of the changes I was making in Segira wound up back in Hammercalled.

So we’re closer. The PDF just isn’t rolling along quicker yet.

The Ashen King

I’m going to start using WorldAnvil for The Ashen King sometime this week. I found out that my .odt I was using for it lost a lot of progress during a crash (why), so I’m really on a back foot here. We’re probably on track for an end-of-the month reveal of the setting, though it’s not going to be like Segira.

Goals (April 9-April 15)

I’ve been keeping up my output over on steemit. I’ve also made some good progress on things, which I’d like to quickly highlight.

First, the Hammercalled Rules Reference is out. This is the first public playtesting document for Hammercalled intended for general use, and it’s also a tool intended to allow people to make their own game using the Hammercalled ruleset.

Second, all of the advanced guide for velotha’s flock is done except for the sample characters and a quick editing pass before it’s out for testing (that means a public release, for free!)

Without further ado, here’s what I’m working on:

Continue reading “Goals (April 9-April 15)”

Goals (April 2-April 8)

Last week was productive in the form of a series of articles on archetypes over on steemit, but many of my original goals were not met, in part because of that shifted focus. With that said, I feel good about the things I got done.

Here’s the new goals:

Continue reading “Goals (April 2-April 8)”

Sample Gear from Hammercalled: Armor and Weapons

I’ve said for a while now I was going to make some sample gear from Hammercalled, and I mean it. This post will illustrate a handful of different options that people have in creating gear, both at early-game and late-game power levels.

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Velotha’s Flock: Making a Character

One of the things that we often forget to do when we design games is to really put some of the mechanics through a practical run, and sometimes we design it without really giving voice to why we do things and stuff gets thrown in and kept even after its intended purpose is done.

With velotha’s flock, I wanted to do a quick overview of what makes a character unique and interesting with a character system that may, on its surface, seem to lead toward similar characters.

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Revising Hacking in Street Rats

Street Rats has actually been seeing updates the past couple weeks, despite me not posting about them here. Part of the reason for this is because there haven’t been a whole ton of progress on bits that I consider particularly interesting, more just on things that have to get done to get a finished  game out. There have been some adjustments in plans. First, most of the setting is getting cut from the main book; some brief blurbs will be available, but Phoenix in the UAS will be the only setting place to get wide coverage. I want to keep Street Rats’ total running length below 300 pages, and something had to be cut.

One of the other things getting “cut” is the hacking rules as they stand. Right now they are not only bulky, but they’re too similar to other games on the market that have widespread problems on account of… their hacking systems. Hacking should be both a robust experience and a quick one, so it is getting new and exceptional mechanics; this puts it a little outside the rest of Street Rats, but when dealing with cyberspace such things are necessary.

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Project Update: The Eve of Things to Come

I’ve been working on a few projects recently, and I figure that now’s as good a time as any to officially announce a couple of them, as well as give a status update. I’ve been doing a little bit of work on YMICAE, but I’m nowhere near where I had hoped to be; I basically got in a few hour’s coding, then schoolwork picked up, then I finally got around to doing a little more coding a few days ago. Like DiceLord, which also needs work, I’m probably going to rewrite at least a substantial part of the system. Continue reading “Project Update: The Eve of Things to Come”

Project Update: What I’ve Been Up To

I haven’t been particularly productive recently, in part because I’ve been traveling, which has both the added busy factor of spending a lot of time in transit and away from my computer but also the fact that I am now in California, where more stuff that I am allergic to grows. Fortunately, I am surviving, but I’ve been somewhat unproductive.

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Project Update: Still Alive

I wasn’t able to do anything with this blog all last week because I was so busy; between school and a little bit of normal-ish-but-kinda-rare family events that I’m not going to go into a lot of detail here, I didn’t have as much free time to work on things as I would have desired. Fortunately, I still made a little progress.

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